Files
iris/core/src/render/mod.rs
T
iris-aiandClaude Opus 5 b7b8d09e40 Write a shared constant once, and stop a scroll placing its own content
Two findings from a sweep over the WGSL prelude and the position widgets,
scoped against upstream/main at ca2b4b2.

`module_source` already builds each shader's preamble from iris_core's own
constants, so the move-chain work's second copy of `MOVE_NONE` and
`CHAIN_LIMIT` -- under "keep in step with iris_core::CHAIN_LIMIT" -- asked a
reader by hand for what the mechanism beside it exists to do. Both are
injected now, with `MASK_NONE` beside them replacing a bare literal, and the
shader declares none of them.

`Scroll`'s `content_len` is never less than its box, so `slack` and the
`anchor` computed from it were always zero whatever the alignment: the
framework centres short content by placing the answer in the whole box, and
the comment credited arithmetic that could not have done it. The same belief
guarded the fits-in-the-box contract with `align == NEG`, so at the default
alignment -- the middle -- every box change redrew the scroll, measured as 1
widget against 0 at TOP_LEFT. `align` now has no reader at all.

`UiSpan::translated` and `UiRegion::translated` are reachable only from each
other and from nothing else.

Format, clippy with and without layout-diagnostics, and the 131-test suite
are clean. The cold dump over 400 depth-5 trees is byte-identical to
1096c31, and all three seed scans pass: 400 at depth 5 in 69.07s, 1,000 at
depth 6 in 169.29s, 2,000 at depth 4 in 300.75s.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 02:09:41 -04:00

457 lines
16 KiB
Rust

use crate::{
UiData, UiRenderState,
render::{data::PrimitiveInstance, util::ArrBuf},
util::{HashMap, Vec2},
};
use data::WindowUniform;
use wgpu::{
util::{BufferInitDescriptor, DeviceExt},
*,
};
mod atlas;
mod data;
mod page;
mod primitive;
mod texture;
mod util;
pub use atlas::*;
pub use data::{Mask, MaskIdx, MoveIdx, MoveOffset};
pub use primitive::*;
const PRELUDE: &str = include_str!("./shader/prelude.wgsl");
fn module_source(wgsl: &str) -> String {
// Every number both sides count in, written once here rather than a
// second time in the shader: a grid the two disagree about puts every
// coordinate somewhere else, and a sentinel they disagree about makes one
// of them walk a chain from a slot the other says is not there.
format!(
"const PX_STEP: f32 = 1.0 / {}.0;\n\
const REL_STEP: f32 = 1.0 / {}.0;\n\
const MASK_NONE: u32 = {}u;\n\
const MOVE_NONE: u32 = {}u;\n\
const CHAIN_LIMIT: u32 = {}u;\n\
{PRELUDE}\n{wgsl}",
1u32 << crate::PX_SHIFT,
1u32 << crate::REL_SHIFT,
MaskIdx::NONE.idx(),
MoveIdx::NONE.idx(),
crate::CHAIN_LIMIT,
)
}
pub struct UiRenderNode {
shared_layout: BindGroupLayout,
shared_group: BindGroup,
format: TextureFormat,
/// One per registered primitive, in id order.
primitives: Vec<PrimitivePipeline>,
layers: HashMap<usize, RenderLayer>,
active: Vec<usize>,
window_buffer: Buffer,
masks: ArrBuf<Mask>,
moves: ArrBuf<MoveOffset>,
}
struct RenderLayer {
/// One per registered primitive, `None` where this layer draws none.
primitives: Vec<Option<ListBuffers>>,
}
/// What draws one registered primitive.
struct PrimitivePipeline {
data_layout: BindGroupLayout,
pipeline: RenderPipeline,
render: Box<dyn PrimitiveRender>,
}
/// One list's vertex buffer and the data its shader reads.
struct ListBuffers {
instance: ArrBuf<PrimitiveInstance>,
data: ArrBuf<u8>,
group: Option<BindGroup>,
/// What the primitive asked to keep per instance, if anything.
bindings: Vec<u32>,
}
impl UiRenderNode {
pub fn draw<'a>(&'a self, pass: &mut RenderPass<'a>) {
pass.set_bind_group(0, &self.shared_group, &[]);
for i in &self.active {
let layer = &self.layers[i];
for (id, list) in layer.primitives.iter().enumerate() {
let Some(list) = list else { continue };
let Some(group) = &list.group else { continue };
let primitive = &self.primitives[id];
pass.set_pipeline(&primitive.pipeline);
pass.set_bind_group(1, group, &[]);
pass.set_vertex_buffer(0, list.instance.buffer.slice(..));
primitive.render.draw(
pass,
ListDraw {
instances: list.instance.len() as u32,
bindings: &list.bindings,
},
);
}
}
}
pub fn update(
&mut self,
device: &Device,
queue: &Queue,
ui: &mut UiData,
ui_render: &mut UiRenderState,
) {
// Before the layers: each list is given its pipeline's data layout.
self.build_pipelines(device, queue, &ui.primitives);
self.active.clear();
for (i, draws) in ui_render.layers.iter_mut() {
self.active.push(i);
for change in draws.apply_free() {
if let Some(inst) = ui_render.active.get_mut(&change.id) {
for primitive in &mut inst.primitives {
let h = &mut primitive.handle;
if h.layer == i && h.kind == change.kind && h.inst_idx == change.old {
h.inst_idx = change.new;
break;
}
}
}
}
let rlayer = self.layers.entry(i).or_insert_with(RenderLayer::new);
if draws.updated {
let lists = draws.primitives();
// The zip would otherwise skip a list with no pipeline.
assert!(lists.len() <= self.primitives.len());
rlayer.primitives.resize_with(lists.len(), || None);
for ((buffers, list), primitive) in rlayer
.primitives
.iter_mut()
.zip(lists)
.zip(&self.primitives)
{
let Some(list) = list else {
continue;
};
buffers
.get_or_insert_with(|| ListBuffers::new(device))
.update(device, queue, primitive, list);
}
draws.updated = false;
}
}
for primitive in &mut self.primitives {
primitive.render.update(ui);
}
let mut regroup = false;
if ui.masks.changed {
ui.masks.changed = false;
regroup |= self.masks.update(device, queue, &ui.masks[..]);
}
if ui_render.moves.changed {
ui_render.moves.changed = false;
regroup |= self.moves.update(device, queue, ui_render.moves.entries());
}
if regroup {
self.shared_group = Self::shared_group(
device,
&self.shared_layout,
&self.window_buffer,
&self.masks,
&self.moves,
);
}
}
pub fn resize(&mut self, size: impl Into<Vec2>, queue: &Queue) {
let size = size.into();
let slice = &[WindowUniform { dim: size }];
queue.write_buffer(&self.window_buffer, 0, bytemuck::cast_slice(slice));
}
pub fn new(device: &Device, config: &SurfaceConfiguration) -> Self {
let window_uniform = WindowUniform {
dim: Vec2::new(config.width as f32, config.height as f32),
};
let window_buffer = device.create_buffer_init(&BufferInitDescriptor {
label: Some("window"),
contents: bytemuck::cast_slice(&[window_uniform]),
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
});
let shared_layout = Self::shared_layout(device);
let masks = ArrBuf::new(
device,
BufferUsages::STORAGE | BufferUsages::COPY_DST,
"ui masks",
);
let moves = ArrBuf::new(
device,
BufferUsages::STORAGE | BufferUsages::COPY_DST,
"ui move offsets",
);
let shared_group =
Self::shared_group(device, &shared_layout, &window_buffer, &masks, &moves);
Self {
shared_layout,
shared_group,
format: config.format,
primitives: Vec::new(),
window_buffer,
layers: HashMap::default(),
active: Vec::new(),
masks,
moves,
}
}
/// Compiles a pipeline for every primitive registered since the last call.
/// Sources only ever arrive at the end, so an id keeps its pipeline.
fn build_pipelines(&mut self, device: &Device, queue: &Queue, registry: &PrimitiveRegistry) {
for source in &registry.sources()[self.primitives.len()..] {
let render = (source.render)(device, queue);
let data_layout = Self::data_layout(device, source.stride);
let mut groups = vec![Some(&self.shared_layout), Some(&data_layout)];
groups.extend(render.layout().map(Some));
let layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
label: Some(source.label),
bind_group_layouts: &groups,
immediate_size: 0,
});
let pipeline = Self::pipeline(device, &layout, self.format, source.wgsl, source.label);
self.primitives.push(PrimitivePipeline {
data_layout,
pipeline,
render,
});
}
}
fn pipeline(
device: &Device,
layout: &PipelineLayout,
format: TextureFormat,
wgsl: &str,
label: &str,
) -> RenderPipeline {
let module = device.create_shader_module(ShaderModuleDescriptor {
label: Some(label),
source: ShaderSource::Wgsl(module_source(wgsl).into()),
});
device.create_render_pipeline(&RenderPipelineDescriptor {
label: Some(label),
layout: Some(layout),
vertex: VertexState {
module: &module,
entry_point: Some("vs_main"),
buffers: &[Some(PrimitiveInstance::desc())],
compilation_options: Default::default(),
},
fragment: Some(FragmentState {
module: &module,
entry_point: Some("fs_main"),
targets: &[Some(ColorTargetState {
format,
blend: Some(BlendState::ALPHA_BLENDING),
write_mask: ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: PrimitiveState {
topology: PrimitiveTopology::TriangleStrip,
strip_index_format: None,
front_face: FrontFace::Cw,
cull_mode: Some(Face::Back),
polygon_mode: PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview_mask: None,
cache: None,
})
}
/// What every draw in the ui is given: the window, the masks and the
/// move chain every position is resolved through.
fn shared_layout(device: &Device) -> BindGroupLayout {
device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: BufferSize::new(size_of::<WindowUniform>() as u64),
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: BufferSize::new(size_of::<Mask>() as u64),
},
count: None,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::VERTEX | ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: BufferSize::new(size_of::<MoveOffset>() as u64),
},
count: None,
},
],
label: Some("ui shared"),
})
}
fn shared_group(
device: &Device,
layout: &BindGroupLayout,
window: &Buffer,
masks: &ArrBuf<Mask>,
moves: &ArrBuf<MoveOffset>,
) -> BindGroup {
device.create_bind_group(&BindGroupDescriptor {
layout,
entries: &[
BindGroupEntry {
binding: 0,
resource: window.as_entire_binding(),
},
BindGroupEntry {
binding: 1,
resource: masks.buffer.as_entire_binding(),
},
BindGroupEntry {
binding: 2,
resource: moves.buffer.as_entire_binding(),
},
],
label: Some("ui shared"),
})
}
/// Layout for a list of one primitive's data. Every size in the ui is
/// stated, so "is the buffer big enough for one entry?" is answered when
/// the bind group is made; a `None` size is wgpu's to check on every draw.
fn data_layout(device: &Device, stride: u64) -> BindGroupLayout {
device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: BufferSize::new(stride),
},
count: None,
}],
label: Some("ui primitive data"),
})
}
}
impl RenderLayer {
fn new() -> Self {
Self {
primitives: Vec::new(),
}
}
}
impl ListBuffers {
fn new(device: &Device) -> Self {
Self {
instance: ArrBuf::new(
device,
BufferUsages::VERTEX | BufferUsages::COPY_DST,
"instance",
),
data: ArrBuf::new(
device,
BufferUsages::STORAGE | BufferUsages::COPY_DST,
"primitive data",
),
group: None,
bindings: Vec::new(),
}
}
fn update(
&mut self,
device: &Device,
queue: &Queue,
primitive: &PrimitivePipeline,
list: &InstanceList,
) {
self.bindings.clear();
primitive.render.instance_bindings(list, &mut self.bindings);
self.instance.update(device, queue, list.instances());
let resized = self.data.update(device, queue, list.data());
if list.instances().is_empty() {
self.group = None;
} else if resized || self.group.is_none() {
self.group = Some(device.create_bind_group(&BindGroupDescriptor {
layout: &primitive.data_layout,
entries: &[BindGroupEntry {
binding: 0,
resource: self.data.buffer.as_entire_binding(),
}],
label: Some("ui primitive data"),
}));
}
}
}
#[cfg(test)]
mod tests {
use super::module_source;
use wgpu::naga::{
front::wgsl,
valid::{Capabilities, ValidationFlags, Validator},
};
/// Every shader file, composed as the renderer composes it, parses and
/// validates with no device -- so an edit that breaks one fails here and
/// not in the first window opened.
#[test]
fn every_shader_validates() {
let dir = concat!(env!("CARGO_MANIFEST_DIR"), "/src/render/shader");
let mut checked = 0;
for entry in std::fs::read_dir(dir).unwrap() {
let path = entry.unwrap().path();
if path.extension().is_none_or(|e| e != "wgsl") || path.ends_with("prelude.wgsl") {
continue;
}
let source = module_source(&std::fs::read_to_string(&path).unwrap());
let module = wgsl::parse_str(&source)
.unwrap_or_else(|e| panic!("{}: {}", path.display(), e.emit_to_string(&source)));
Validator::new(ValidationFlags::all(), Capabilities::all())
.validate(&module)
.unwrap_or_else(|e| panic!("{}: {e:?}", path.display()));
checked += 1;
}
assert!(checked > 0, "no shaders found in {dir}");
}
}